Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


4,151 to 4,200 of 4,628 << first < prev | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | next > last >>

1 person marked this as a favorite.
Roll20 Maps Loot

They can't be used to "fund" either of your transformational rituals. I believe you need good souls for those. Their lives could be used as essence for magic items though. As for stabilizing them...

Alas, Elise is at -18, so dead dead dead.

Stabilize: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4
Stabilize: 1d20 + 4 - 5 ⇒ (5) + 4 - 5 = 4

Dostan was at -5, but then you stabilize him.

Trik is at -30, so also dead dead dead.

Trak is stabilized, since he has loads of NL damage, he never started dying.

So, Dostan and Trak are in your hands.

Here's the loot list:

Elise: P of cure moderate wounds x2, wand of vampiric touch (26 charges), amulet of natural armor +2, ring of protection +2, cloak of resistance +3, holy symbol made of magic unmalting ice (500gp), noble garb, 240 gp, diamong ring (400gp)

Dostan: +1 greatsword, belt of physical perfection +2, mw chain shirt, 28gp

Trak: +1 composite longbow (+2 STR), mw chain shirt, holy symbol (Asmodeus)

Trik: Snik and Snak, +1 shortsword (2), mw chain shirt, holy symbol (Asmodeus)

Oh, and each of them was wearing an iron circlet identical to yours.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

I see no reason to hand them over to the Cardinal, he gave us authorization to deal with them. If we can convert them to our agenda, all the better as is would demonstrate our ability to not waste useful resources. If not able to convert, then no big loose.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Xeram wrote:

Stabilize & coerce into spilling info, comes to mind.

We could hand them over to the cardinal, and see what happens to them.
Or can they be sacrificed for my ritual?

We will also need to get them out of here, (as I recall the attack was based at an inn they were staying at.)

Gertart wraps the body in burlap and attaches some sticks from the fireplace to it's outside. Then he touches his hat and becomes an old woman with a sack of fire-kindling. For an added touch a silent image completes the disguised traitor.


Roll20 Maps Loot

The two Erinyes ask, "it would seem our obligations in this matter have been met. Do you concur?"


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertart looks at the erinyes. "Soon", he says.
Do we need to escape town? Otherwise yes. I would like the holy symbol & wand. Anyone else want specifics?


Roll20 Maps Loot

Melinoe offers, "is it body disposal you need? We can help with that if desired?"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

The ring sounds nice. With shield up, my AC is still only 16.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
False Gertrart wrote:


Do we need to escape town?


Roll20 Maps Loot

You certainly need to get out of town, but you all have circlets, and it's the middle of the night. It ought not to be hard.

One can't argue that there isn't decent loot in this module. Of course, continually whacking full adventuring parties brings a lot of loot, but in many cases it is redundant stuff.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

"Hi, I'll be on vacation and travelling for the next three weeks days," says Gertart. While most inns say they have discretion, he takes the long way round back to the Horn with his pack of sticks.


Roll20 Maps Loot

So what's the plan with Dostan and Trak and the bodies and the loot?


Roll20 Maps Loot
Grymp wrote:
So what's the plan with Dostan and Trak and the bodies and the loot?

Ok, so I'll throw the question back out there?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

We take the loot. Not sure what we do with the bodies. The items we can use to reforge etc =^^=

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Couldn't we turn them into skeletal champions or zombie lords later?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Two are alive, and we want to get them back to the horn that way. Gertarts's plan was to bundle them in a bag and disguise himself as a stick merchant.

Gertrart aka Blood Desecrator wrote:
Gertart wraps the body in burlap and attaches some sticks from the fireplace to it's outside. Then he touches his hat and becomes an old woman with a sack of fire-kindling. For an added touch a silent image completes the disguised traitor.

The bodies that we don't need should probably be destroyed. If we can speak with the dead, then so can the authorities. Gertart will happily drain all their blood and strategically spill it away from the scene (ala the dwarves at the previous keep.) I suppose we need to find the local graveyard, junkyard, incinerator, docks, strip club or whatever the local-venue-for-disposing-of-bodies is. The erineys offered to dispose of them as well.

I will add the loot to the list when I get a chance, divvying it up among our in-character-selves. You could sell it while in town (entering a shop with a body bag seems too risky for me. >:)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Well, i was confusing them with the two dead ones.
Zombie lords retain skills and class levels.


Roll20 Maps Loot

The Erinyes can definitely dispose of bodies, 50lb at a time! Which might get messy, but eh, the cleaning girl has to earn her money somehow!

They cannot move the survivors, but anyways, we've bogged down, so let's get moving. You wrap the unconscious ones into carpets or something, and you haul them out. Your iron circlets provide whatever cover you want to get out of town, so now back to the fortress?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I guess so.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Onward and evilward!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

lets do this

-Posted with Wayfinder


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Right, back to the fortress. We can carry the captives the old fashioned way - wrap into carpets and haul in a horse-pulled cart


Roll20 Maps Loot

Ok, back it is. You take Trak and Dostan prisoner. Unfortunately, or perhaps fortunately, there is no way either of them will agree to join you. So, I imagine their life forces will need to be used some other way. Trik could have been turned, but he's done!

Let me know whatever you wanna do with those guys?

Also, be sure and distribute the loot from the now defeated knot, or sell, or whatever.

Week 19

A boggard tribesman named Juko Five-Croaks has mastered enough of the common speech to approach you. He says that hunting has been bad recently and that the tribe has suffered much with all of the monsters and raids. They need food and better weaponry. He delivers to you a 3500gp shopping list, which includes 10 MW spears, and the rest is for foodstuffs.

How would you guys like to handle this?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

In the words of the queen of hearts, OFF WITH HIS HEAD!!

"To me it seems they put too little effort in it.
If they want quality spears, they should work for it, in other words, make them. Even mere woodsmen make their own tools if need be."

"We'd look soft, if we just give these tribals their 'shopping list'.
Giving Grumplejack a chewing toy might motivate them."


Roll20 Maps Loot

Your suggestion is ironic, but I will point out that Grumplejack is not with you.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"Send me three of your hardest workers. I will show them how to make the spears themselves & we will be done before the rest of the list arrives." Why stop at masterwork, he thinks, eyeing the recent captives.

Gertart double checks the list to make sure the purchases will not draw too much attention, then make arrangements from the gold the other knot donated to us.

I will add stuff to the loot list and sell/trade anything not asked for specifically. If anyone is concerned about falling low on gp, I will put my share toward's the food request.
Lawful evil, not lawful wasteful.


Roll20 Maps Loot

So Gertrart is going to work on making the MW spears then? Raw materials will still be needed. I think it's like 1/3 of what the cost would normally be? And they take like forever to make according to the silly mundane crafting rules.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

alternate crafting rules is MUCH better

-Posted with Wayfinder


Roll20 Maps Loot

I don't mind using such alternate rules for mundane items, where are they?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Alternate Crafting Rules

In the Unchained book

-Posted with Wayfinder


Roll20 Maps Loot

Ok, so the plan is Gertrart teaches them to craft the spears?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I think I can make a MW spear in 2 hours, but maybe I am thinking back to older systems. But yes.


Roll20 Maps Loot

Ok, I will move this forward in the morning.


Roll20 Maps Loot

Be sure and expend the money for those spears and food!

Week 20

DC 25 Diplomacy skill check:
You discover that Abbess Temperance Avigail of Saint Cynthia-Celeste grows worried. She has, through divination spells and prayers, become certain that a foul ritual is happening within the Horn and that she is unsure if her sisters have strength enough to stop it. Likely she has heard
nothing back from Inquisitor Harkon and Sister Marta remains missing. How many good people have died in Farholde in the last few weeks? She sent a dispatch to be sent by ship to Matharyn asking for aid from the Church of Mitra.

If you made DC 30, OR if you can make a further DC 25 Diplomacy check, then your minions were able to intercept the dispatch.

Nothing further to be done for week 20

Week 21

Crime is running rampant in Farholde, the watch is overwhelmed!

AND Grumplejack arrives at The Horn! Reinforcements!

DC 25 Diplomacy:
You hear rumors that the boggards think less of you than they once did. They think the Knot is growing soft.

Week 22

Lady Shalyn Marsten, a powerful merchant in Farholde, sends a message to you via a minion, your weekly food train I suppose. She wants a covert meeting. She has learned about you both through her own sources and her friend the Baron Vandermir.

I am guessing you agree to meet her, and so she arrives at the Horn and expresses her admiration for your efforts and she provides a list of 6 names. Other merchants in Farholde, ones who disagree with her. She wishes to rule the merchants guilds of Farholde on her own, and with these six out of the way, she would indeed.

Targun Harbold
Max Strickland
Maria DeVandle
Tomacina Vanderville
Richard Marks
Harlyn Brackler

The module has a mechanic, called ruthless, which I haven't been using, which would be used to eliminate these, if you so choose.

So, if you decide to take this on, then let's say, Gertrart, roll me 6 Stealth checks, you can do them in a row, or you can assign them to specific targets if you wish. Some targets are more difficult to eliminate than others.

For any you succeed, she will award the group. If you fail the first time, we will assume they then wised up and got better security.


Roll20 Maps Loot

Please separate your actions by weeks, so I know what you're doing for those.

Get all of that caught up and then...

Week 23

Diplomacy DC 25:
Your contacts have informed you that the great dragon Argossarian believes that Baron Vandermir is the mastermind behind all of the troubles in Farholde, and that he is determined to kill the Baron, most likely tomorrow.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I knew it, we should have put his head on a stake. :P


Roll20 Maps Loot

We're not far from the end now! A couple more decent combats, and then who knows what happens!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Grymp wrote:


Targun Harbold
Max Strickland
Maria DeVandle
Tomacina Vanderville
Richard Marks
Harlyn Brackler

"What are the chances..?" Gertart wonders. For the next part of the ritual we need a descendant of...? "Do any of these names match what we need?"


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Week 20 diplomacy: 1d20 + 11 ⇒ (4) + 11 = 15
Week 21 diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14
Week 23 diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13

Mordecai listens Lady Marsten's suggestion with great interest. Getting control of Farholdes trade would greatly help their cause. But will allying with this woman be beneficial? "Dear lady, we have heard your suggestion. And perhaps we have the means to get rid of these merchants. But what is there for us in this deal? How are you planning to pay us for our troubles?"

We can try to lure some of them out, and take captive? Some we could just assassinate. And if someone is well defended, we can crash in with the full team...


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Diplo week 20: 1d20 + 5 ⇒ (7) + 5 = 12
Diplo week 21: 1d20 + 5 ⇒ (7) + 5 = 12
Diplo week 23: 1d20 + 5 ⇒ (1) + 5 = 6

Xeram doesn't turn out to be in his social element, which usually consists of lies and intimidation.

"Diplomacy...ugh..."


Roll20 Maps Loot
Gertrart aka Blood Desecrator wrote:
"What are the chances..?" Gertart wonders. For the next part of the ritual we need a descendant of...? "Do any of these names match what we need?"

No, but rest assured that Asmodeus will provide!


Roll20 Maps Loot
-Mordecai- wrote:

"Dear lady, we have heard your suggestion. And perhaps we have the means to get rid of these merchants. But what is there for us in this deal? How are you planning to pay us for our troubles?"

We can try to lure some of them out, and take captive? Some we could just assassinate. And if someone is well defended, we can crash in with the full team...

"I had in mind a strictly cash transaction, I prefer to settle my debts rapidly, and in cold coin."

I have no problem if you want to capture, but the DCs for capture will be higher than just killing.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Week 20 Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8
Week 21 Diplomacy: 1d20 + 1 ⇒ (3) + 1 = 4
Week 23 Diplomacy: 1d20 + 1 ⇒ (5) + 1 = 6

Well if I need more than a 19, I will never make :P If I fail the stealth check by only a little, can I roll damage & have the targets make the Fort save?

"I'll take this slow & start with three. We can decide if we want to capture any of the others later."

Harbold Stealth: 1d20 + 11 ⇒ (4) + 11 = 15
Strickland Stealth: 1d20 + 11 ⇒ (13) + 11 = 24
DeVandle Stealth: 1d20 + 11 ⇒ (18) + 11 = 29


Roll20 Maps Loot

Fortunately Gertrart is stealthier than he is Diplomatic, and he has no trouble with eliminating Strickland and DeVandle.

Unfortunately Targun Harbold survives. The Lady Marsten sees that 200 platinum coins are delivered to you to thank you for the service rendered to her. That was in week 22. We'll see what later weeks bring, but you can certainly try the other 3, but wait to see how weeks 23 and on go.

Anyone else trying Diplomacy? Taeral perhaps?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Dip 20: 1d20 + 5 ⇒ (13) + 5 = 18
Dip 21: 1d20 + 5 ⇒ (1) + 5 = 6
Dip 23: 1d20 + 5 ⇒ (19) + 5 = 24 aid please

-Posted with Wayfinder


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Sorry I was not seeing this campaign moving in my campaign list. I am catching up on the thread to night.


Roll20 Maps Loot

No problem! The Paizo site has been jacked up a lot lately!


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Week 20, Diplomacy: 1d20 + 17 ⇒ (16) + 17 = 33
Week 20a, Diplomacy: 1d20 + 17 ⇒ (6) + 17 = 23

Week 21, Diplomacy: 1d20 + 17 ⇒ (13) + 17 = 30

Week 22
Taeral will help Gertrart with assassinations.
Harbold Stealth: 1d20 + 13 ⇒ (17) + 13 = 30

Week 23, Diplomacy: 1d20 + 17 ⇒ (9) + 17 = 26

"My contacts in Farholde tells me that Baron Vandermir is to be assassinated by a dragon named, Argossarian. It could happen any day. This dragon thinks the Baron is behind the problems in Farholde, and most likely knows nothing of us. So my question is Baron Vandemir still of use to us and we warn him, or do we let him be our scapegoat and let us learn more about this dragon?"

Kn Arcana, Argossarian, heroism, inspire competence: 1d20 + 14 + 2 + 3 ⇒ (6) + 14 + 2 + 3 = 25
Kn History, Argossarian, heroism, inspire competence: 1d20 + 7 + 2 + 3 ⇒ (4) + 7 + 2 + 3 = 16


Roll20 Maps Loot

With a 33 in week 20, you automatically succeeded at the week 20a roll.

It looks like Taeral is just what the group needed, a clean sweep!

What 3 bits of information do you want about Argossarian?


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"I remember reading a story about Argossarian a while ago. If I remember correctly he is a <color> dragon. He would be about the size of a <size equivalent>, based on his age by now. I also recall he has the ability to breath <breath weapon> and has a weakness to <weakness>."

Creature Type
Special Attacks
Weaknesses

@Gertrart: Do you want to kill off the other three targets also?

@All: With three more weeks passed, was there any additional items anyone would have wanted Faustus to be working on, otherwise he would have been working on scrolls.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

im slowly waiting for my chance to become immortal! Bwhahahahaha! So no. Nothing just yet. Saving money now

-Posted with Wayfinder

4,151 to 4,200 of 4,628 << first < prev | 79 | 80 | 81 | 82 | 83 | 84 | 85 | 86 | 87 | 88 | 89 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Grymp's Way of the Wicked All Messageboards

Want to post a reply? Sign in.